Files
UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Private/DefaultSourceCodeAccessor.cpp
Marcus Wassmer cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00

67 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "DefaultSourceCodeAccessor.h"
#define LOCTEXT_NAMESPACE "DefaultSourceCodeAccessor"
bool FDefaultSourceCodeAccessor::CanAccessSourceCode() const
{
return false;
}
FName FDefaultSourceCodeAccessor::GetFName() const
{
return FName("None");
}
FText FDefaultSourceCodeAccessor::GetNameText() const
{
return LOCTEXT("DefaultDisplayName", "None");
}
FText FDefaultSourceCodeAccessor::GetDescriptionText() const
{
return LOCTEXT("DefaultDisplayDesc", "Do not open source code files.");
}
bool FDefaultSourceCodeAccessor::OpenSolution()
{
return false;
}
bool FDefaultSourceCodeAccessor::OpenSolutionAtPath(const FString& InSolutionPath)
{
return false;
}
bool FDefaultSourceCodeAccessor::DoesSolutionExist() const
{
return false;
}
bool FDefaultSourceCodeAccessor::OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber)
{
return false;
}
bool FDefaultSourceCodeAccessor::OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths)
{
return false;
}
bool FDefaultSourceCodeAccessor::AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths, const TArray<FString>& AvailableModules)
{
return false;
}
bool FDefaultSourceCodeAccessor::SaveAllOpenDocuments() const
{
return false;
}
void FDefaultSourceCodeAccessor::Tick(const float DeltaTime)
{
}
#undef LOCTEXT_NAMESPACE